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    posted a message on Prat: Chat Mod Framework
    The separate FuBar was discontinued. It is contained within Prat now. If you arent running the last revision of Prat_FuBar2 you may have issues. The last change changed the name of the external fubar to Prat_FuBar2, so you should see that. If not then you didnt use the most recent version.

    Prat_FuBar2 has been removed from the SVN public area. You may see it in the Files section i dont know.

    You could actually run both at the same time without errors.

    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    What do you think about using a google group for bug reports and feature request tracking. I reserved the name for us. But really havent had time to look into it yet.

    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from Terak »

    any plans to fix this?


    Somone help this guy submit a bug report please.

    Stop spamming the forum Terak unless you have new information that might help.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from Terak »

    still getting this error when i get it i cant talk into the channel


    Error: bad argument #2 to 'format' (string expected, got nil)
    File: Interface\FrameXML\ChatFrame.lua
    Line: 2686
    Count: 2
    --------------------------------------------------
    Error: Whisper message missing target player!
    AddOn: Prat
    File: ChatLink.lua
    Line: 154
    Count: 2



    Disable ChatLink and restart the game.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Version 21377 of Ace2 has known issues. If you are having prat problems make sure you arent using that revision.

    Please check this before posting errors. If you use standalones you can downgrade Ace2, if you use embeds you need to get AceAddon from a lower revision number.



    Here's the last known good version: http://www.wowace.com/files/Ace2/Ace2-r21338.zip
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from cheadstina »


    Yeah, just thought it would be more userfriendly to have the options in-game.


    Its a good idea, im just being lazy - frames have a rather large number of options. Sounds like a good project for someone who wanted to learn about aceoptions tables.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from Curney »



    I like this idea alot actually. Then we can slit off these modules based on feature set. Also what do you thnk about absorbing the FuBar addon into the mother ship? I think it looks kind of lonely out there by itself.



    I think we are on the same page, cause I had already coded it at one point. I just dug it up.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from spyros2n »

    Error: bad argument #2 to 'format' (string expected, got nil)
    File: Interface\FrameXML\ChatFrame.lua
    Line: 2686
    Count: 3


    I do get this error too. Basically it pops up every time i or someone else is trying to type something in /say :P


    Disable modules in prat until it goes away - then reenable the last module you disabled and see if it reappears. Then we can take it from there.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from cheadstina »

    I don't think these features are available...

    It would be nice if you have the option to change the background of the popup message. I would love to be able to set the background to fully transparent(alpha).

    Another thing; it would also be nice to be able to set the font size and the message area.



    Really the issue is more that there is no interface provided by Prat to let you change the settings. You can edit the popup.xml file to make adjustments to the frame that popupmessage uses. So you can really make it look like almost anything. All popupmessage does is set the text and then shows the frame and fades it back out.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from Curney »

    aye. if you commit it (or post your code here for one of us to commit it) it would be best to have it disabled by default but end-users can enable it. as a general rule it's best to keep the addon featureful with the modules but at the same time have a "default state" that just mimics what the original addon intended.

    original addon did the following (from memory, it's been a while):
    -hidden chat buttons
    -replaced channel names with abbreviations
    -disabled chat fading
    -moved editbox to top of chatframe1, hide backdrop
    -added arrowkey support to editbox
    -colored player names by class
    -mousewheel scroll support
    -sticky chat channels
    -added telltarget
    -added timestamps

    It's kinda blowuptuated from there. LOL! But I love it that way.

    I think we can go through all of the modules and sort out which ones make sense to roll together. One of the things I get a bit obsessive about is trying to keep the menu options a) consistent with each other and b) user friendly. :)

    OH before I forget, we need to figure a way to post this thing to the UI sites. Do those places support any kind of collaboration uploading? Or is it assumed 1 author per mod everywhere?


    I added a "Disabled Modules" submenu which will help in the meantime, any unused module or feature will go into that submenu until its toggled on.

    EDIT:

    Addon sites: Maybe we can just get PDT its own usernames on addon sites.

    Menu options: I think we may need to change the module toggling so that it uses the ace module toggling and not its own. I already made the most disruptive part of the change so that the module state matches the value of "on". That exposes a bit of redundancy, and a confusing case for disabled modules. The "on" variable really represents default module state now. I didnt want to make this change until everyone has had a chance to weigh in on it. Untimately it resolves down to removing the "Toggle" menu item inside the modules because in actuality thier menu should be greyed out when they dont have Toggle checked. Right now, you cant grey out the module as a whole because of this.

    Also someone mentioned interoperability between modules, ie being able to access the playername etc. I had sketched out some ideas in the past, one of the main design points was outlined below. (yes, im actually so lazy i posted comments from my source code)

    -- Support for segmenting of the chat message to prevent unwanted module interactions
    -- The message segments will be available from Prat_PreAddMessage to Prat_PostAddMessage
    --
    -- Segments are PRE, #C CHANNEL C#, #P PLAYERNAME #S SERVERNAME S# P#, #M MESSAGE M#, POST
    --
    -- Basic patterns will be used to try and split the chat into those sections
    --
    -- PRE/POST are for modules to use
    -- 
    -- The #'s are also segments, they contain the text surrounding the given element, they
    -- should only contain values if the segment eg CHANNEL is not nil.
    -- 
    -- After Prat_PreAddMessage, the current segments are concatatnated and passed to AddMessage
    -- 
    -- Access to the final result string is available during the Prat_PostAddMessage event
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from Terak »

    some errors



    I'll decorate the name of the ChatLog module's translations so that there is no conflict.

    What did you do to generate the chatlink error message?
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from Fin »


    If you don't think it's worth including the alt <-> main thing in Prat, fair enough, but I hope you don't mind me just keeping it as an extra little module somewhere.

    cheers,

    - Fin


    Just set it off by default. Ideally you could code it in such a way that it could be a separate module. Cool feature.
    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from OttoDeFe »

    Ok - I've been mucking about with the pop-up messages for over a week and can't quite get what I'm looking for...

    I would like to get the "Boogah has come online" messages to pop... as of now, all I've been able to get is three loot roll announcements...
    Tried adding nicks (including putting 'System" as a nick...), show all/individual, etc... Read the wiki, no real help there...

    Is this actually do-able?

    Its actually a 'feature' lol. I have it ignoring CHAT_MSG_CHANNEL_NOTICE_USER. If i change it, i'll have to make an option. You can change your local copy if you need it right away, just remove it from the ignore table:

    local EVENTS_IGNORE = {
    ["CHAT_MSG_CHANNEL_NOTICE_USER"] = true,
    ["CHAT_MSG_SYSTEM"] = true,
    }


    Posted in: General AddOns
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    posted a message on Prat: Chat Mod Framework
    Quote from Curney »

    sylvanaar has been kickin some booty on adding features! Awesome work my friend and thank you for being a part of the team! I am hoping to find some time next week to make sure our wiki page is at least somewhat updated with "current state". Over the past couple of months new modules were added that put in the functionality I was planning to put into the "notifications" module but since those things are already I deprecated that module from the svn this past weekend. In addition, I finally got around to breaking ground on the chatframes modules that I had hoped to have finished a few months back already. Phase I was to remove resizing limits from chat windows. Phase II is to add in options to set height/width etc. for people who like precision sizes instead of resizing windows by dragging edges with their mouse.


    Yeah, definately need to reorganize things. I liked the plan you had in place - i think we should keep it. The modules i have been adding are organized more by the api's they use vs the logical ordering that you had planned, and thats not ideal for end users - just easy on me =)
    Posted in: General AddOns
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